Legal claims defining the scope of protection. Each claim is shown in both the original legal language and a plain English translation.
1. A computer-controlled method of providing a user interface comprising: with a computer, displaying first virtual structure in a first orientation and floating above a virtual surface in a virtual world; with the computer, maintaining a value representing the first orientation; with the computer, displaying a virtual object moving on the first virtual structure in the virtual world; automatically adding to the virtual world, with the computer while the virtual object is displayed on the first virtual structure, second virtual structure floating above the virtual surface and extending the first virtual structure, including the computer automatically selecting a second orientation for the second virtual structure, the second orientation being different from the first orientation of the first virtual structure and selected by the computer based on the computer-maintained value indicating the first orientation of the first virtual structure; and with the computer, displaying the virtual object moving between the first virtual structure and the second virtual structure.
A computer-controlled method for creating a user interface in a virtual world displays a first virtual structure (like a platform) in a specific orientation (flat, angled up, etc.) hovering above a virtual surface. The system tracks the angle of this first structure. A virtual object (like a character) moves across this structure. While the object is moving on the first structure, the system automatically adds a second virtual structure, also floating above the surface, extending the first one. The angle of the second structure is automatically chosen based on the angle of the first structure, ensuring the two structures have different angles. Finally, the virtual object is displayed moving from the first structure onto the second.
2. The method of claim 1 wherein selecting the second orientation includes orienting the second virtual structure to have an uphill or downhill orientation.
The method described above, where a second virtual structure is added extending from a first virtual structure, specifically involves selecting an angle for the second virtual structure that creates either an uphill or downhill slope relative to the virtual surface. This ensures that the character's movement dynamically adapts to changes in terrain elevation.
3. The method of claim 2 wherein selecting the second orientation selects orientation of the second virtual structure from a set of predetermined orientations.
The method of creating a virtual world with connected structures having different angles, where the second structure has an uphill or downhill orientation, goes further by selecting the orientation of the second structure from a predefined set of possible angles. For example, the system might only use angles of 15, 30, or 45 degrees.
4. The method of claim 2 wherein selecting the second orientation selects orientation of the second virtual structure to have an incline of a, 2 a or 3 a uphill or downhill, wherein a is a predefined angle.
Building upon the method of having uphill or downhill slopes for connecting structures, the system specifically selects the second structure's angle to be a multiple of a predefined angle 'a'. This means the second structure can have an incline of 'a', '2a', or '3a' degrees, either uphill or downhill. For example, if 'a' is 15 degrees, the inclines could be 15, 30, or 45 degrees uphill or downhill.
5. The method of claim 1 wherein: when the first orientation of the first virtual structure inclines upwardly, the computer selects the second orientation for the second virtual structure to provide a decline of the second virtual structure relative to the first virtual structure; and when the first orientation of the first virtual structure inclines downwardly, the computer selects the second orientation for the second virtual structure to provide an incline upwardly of the second virtual structure relative to the first virtual structure.
The method described for automatically adding angled structures ensures a smooth transition. Specifically, if the first virtual structure slopes upwards, the second virtual structure is automatically given a downward slope relative to the first. Conversely, if the first structure slopes downwards, the second structure is given an upward slope relative to the first, creating alternating inclines and declines.
6. The method of claim 1 wherein the computer adds the second virtual structure to extend the first virtual structure at a time when the virtual object reaches an end of the first virtual structure.
In the method of adding a second, angled virtual structure that extends the first structure, the second structure is added precisely when the virtual object (e.g., character) reaches the end of the first structure. This ensures a continuous, seamless transition as the character moves through the virtual world.
7. The method of claim 1 further comprising: with the computer, determining surface angles of the first and second virtual structures; with the computer, selecting animations from a predefined set of animations based on the surface angles of the first and second virtual structures; and using the selected animations to animate the display of the virtual object moving from the first virtual structure to the second virtual structure.
This method builds on the previously described system, where angled structures are added and a character moves between them. Here, the system first determines the surface angles of both the first and second virtual structures. Based on these angles, it selects appropriate animations from a pre-defined set (e.g., walking uphill, walking downhill, walking on a flat surface). These animations are then used to animate the character's movement as it transitions between the first and second structures.
8. The method of claim 1 wherein the first virtual structure and the second virtual structure meet in an acute or obtuse angle.
Expanding on the virtual world creation method, the first and second virtual structures, which have different orientations, meet at either an acute (less than 90 degrees) or obtuse (greater than 90 degrees) angle. This adds variety and realism to the terrain.
9. The method of claim 1 wherein the computer selects the second orientation of the second virtual structure relative to virtual gravity direction in the virtual world.
The method for creating a virtual world dynamically selects the angle of the second virtual structure relative to the direction of virtual gravity within that world. This means the angle of the structure is determined not just relative to the first structure, but also with respect to the overall "downward" direction defined in the virtual environment.
10. A system for providing a user interface comprising: a display; a user input device; a processor connected to the display and the user input device, the processor being configured to: display first virtual structure in a first orientation and floating above a virtual surface in a virtual world; display a virtual object moving on the first virtual structure in the virtual world; automatically add to the virtual world, while the virtual object is displayed on the first virtual structure, second virtual structure floating above the virtual surface extending the first virtual structure, including the processor maintaining a value indicating the first orientation and automatically selecting a second orientation for the second virtual structure, the second orientation being different from the first orientation of the first virtual structure and selected by the processor based on the value indicating the first orientation of the first virtual structure; and display the virtual object moving between the first virtual structure and the second virtual structure.
A system for creating a user interface comprises a display, a user input device, and a processor. The processor is configured to display a first virtual structure with a specific orientation floating above a virtual surface in a virtual world, and to display a virtual object moving on that structure. The system automatically adds a second virtual structure (also floating and extending the first) while the object moves on the first. The processor maintains a value representing the first structure's orientation and selects the second structure's orientation (different from the first) based on that value. Finally, the system displays the virtual object moving between the first and second structures.
11. The system of claim 10 wherein selecting the second orientation includes orienting the second virtual structure to have an uphill or downhill orientation.
The system described above, which dynamically adds connected structures with different angles, specifically involves orienting the second virtual structure to have either an uphill or downhill slope relative to the virtual environment.
12. The system of claim 11 wherein selecting the second orientation selects orientation of the second virtual structure from a set of predetermined orientations.
The system of creating a virtual world with connected structures having different angles, where the second structure has an uphill or downhill orientation, goes further by selecting the orientation of the second structure from a predefined set of possible angles. For example, the system might only use angles of 15, 30, or 45 degrees.
13. The system of claim 11 wherein selecting the second orientation selects orientation of the second virtual structure to have an incline of α, 2α or 3α uphill or downhill, wherein a is a predefined angle.
Building upon the system of having uphill or downhill slopes for connecting structures, the system specifically selects the second structure's angle to be a multiple of a predefined angle 'a'. This means the second structure can have an incline of 'a', '2a', or '3a' degrees, either uphill or downhill. For example, if 'a' is 15 degrees, the inclines could be 15, 30, or 45 degrees uphill or downhill.
14. The system of claim 10 wherein the processor is further configured to: when the first orientation of the first virtual structure inclines upwardly, selecting the second orientation for the second virtual structure to provide a decline of the second virtual structure relative to the first virtual structure; and when the first orientation of the first virtual structure inclines downwardly, selecting the second orientation for the second virtual structure to provide an incline upwardly of the second virtual structure relative to the first virtual structure.
In this system for automatically adding angled structures, if the first virtual structure slopes upwards, the second virtual structure is given a downward slope relative to the first. Conversely, if the first structure slopes downwards, the second structure is given an upward slope relative to the first, creating alternating inclines and declines.
15. The system of claim 10 wherein the processor is configured to add the second virtual structure to extend the first virtual structure at a time when the virtual object reaches an end of the first virtual structure.
In the system for adding a second, angled virtual structure that extends the first structure, the second structure is added precisely when the virtual object (e.g., character) reaches the end of the first structure. This ensures a continuous, seamless transition as the character moves through the virtual world.
16. A non-transitory storage medium for providing a user interface, said storage medium storing instructions for execution by a computer, said instructions comprising: instructions displaying first virtual structure in a first orientation and floating above a virtual surface in a virtual world; instructions displaying a virtual object moving on the first virtual structure in the virtual world; instructions automatically adding to the virtual world, while the virtual object is displayed on the first virtual structure, second virtual structure floating above the virtual surface and extending the first virtual structure, including maintaining a value indicating the first orientation and automatically selecting a second orientation for the second virtual structure, the second orientation being different from the orientation of the first virtual structure and selected based on the value indicating the first orientation of the first virtual structure; and instructions displaying the virtual object moving between the first virtual structure and the second virtual structure.
A non-transitory storage medium (like a hard drive or flash drive) stores instructions that, when executed by a computer, create a user interface. These instructions cause the computer to display a first virtual structure with a specific orientation floating above a virtual surface in a virtual world, and to display a virtual object moving on that structure. The instructions automatically add a second virtual structure (also floating and extending the first) while the object moves on the first. The instructions maintain a value representing the first structure's orientation and select the second structure's orientation (different from the first) based on that value. Finally, the instructions display the virtual object moving between the first and second structures.
17. The non-transitory storage medium of claim 16 wherein selecting the second orientation includes orienting the second virtual structure to have an uphill or downhill orientation.
The non-transitory storage medium described above, storing instructions for dynamically adding connected structures with different angles, specifies that the second virtual structure is oriented to have either an uphill or downhill slope relative to the virtual environment.
18. The non-transitory storage medium of claim 17 wherein selecting the second orientation selects orientation of the second virtual structure from a set of predetermined orientations.
The non-transitory storage medium, which creates a virtual world with connected structures having different angles and an uphill or downhill orientation for the second structure, selects the second structure's orientation from a predefined set of possible angles. For example, the system might only use angles of 15, 30, or 45 degrees.
19. The non-transitory storage medium of claim 17 wherein selecting the second orientation selects orientation of the second virtual structure to have an incline of α, 2α or 3α uphill or downhill, wherein a is a predefined angle.
The non-transitory storage medium with instructions for uphill or downhill slopes selects the second structure's angle to be a multiple of a predefined angle 'a'. This means the second structure can have an incline of 'a', '2a', or '3a' degrees, either uphill or downhill. For example, if 'a' is 15 degrees, the inclines could be 15, 30, or 45 degrees uphill or downhill.
20. The non-transitory storage medium of claim 16 wherein: when the first orientation of the first virtual structure inclines upwardly, the second orientation for the second virtual structure is selected to provide a decline of the second virtual structure relative to the first virtual structure; and when the first orientation of the first virtual structure inclines downwardly, the second orientation for the second virtual structure is selected to provide an incline upwardly of the second virtual structure relative to the first virtual structure.
This invention relates to virtual reality (VR) or augmented reality (AR) systems that adjust the orientation of virtual structures to enhance user experience. The problem addressed is maintaining spatial coherence and comfort in VR/AR environments when users interact with virtual objects that may be oriented differently from the real-world environment. The invention involves a non-transitory storage medium storing instructions for dynamically adjusting the orientation of a second virtual structure relative to a first virtual structure based on the first structure's orientation. When the first virtual structure is inclined upward, the second structure is oriented to decline relative to it, creating a complementary angle. Conversely, when the first structure is inclined downward, the second structure is oriented to incline upward relative to it. This ensures that the second structure's orientation compensates for the first structure's tilt, improving stability and user comfort. The system may also include additional features such as detecting user input to adjust orientations, applying constraints to prevent excessive tilting, and dynamically updating orientations in real-time to match changes in the first structure's position. The goal is to provide a more intuitive and physically plausible interaction between virtual objects in immersive environments.
21. The non-transitory storage medium of claim 16 wherein the second virtual structure is added to extend the first virtual structure at a time when the virtual object reaches an end of the first virtual structure.
The non-transitory storage medium contains instructions to add the second, angled virtual structure that extends the first structure precisely when the virtual object (e.g., character) reaches the end of the first structure. This ensures a continuous, seamless transition as the character moves through the virtual world.
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December 16, 2014
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